This is a skin I've been working on for over a week now, first batch I uploaded was for the summer variant alone, and a few days ago I uploaded the winter variant too. Still making a few changes here and there, trickiest part is the placement of the red star. The problem is that the default decals almost always take the…
If people call you a fag tell them that they need to get that condom out of their ass because it's making them act like a vagina. After that just tell them to talk to the guidance councilor to deal with their repressed homosexuality. Just keep those rolling and remember not to be emotional, just be cool about it and…
Aliases make just different sort of troubles IMO. I have a few masks rendered from cryptomate AOV and save them in a folder "renderoutput" which is aliased in SD . Then I do a new version and have to keep previous render . I do a new "renderoutput2" folder and re-aliase SD to this new folder. But since aliases in SD are…
@JamesBrisnehan Thanks a ton for your input! It's been a tough road so far teaching myself, but it's good to hear that my work has gotten me to a decent level. I do agree that it's sparse. I did add some grime decals to the walls, but it's pretty minor. I did plan to add some stuff to the ground like some roughness decals…
@CMPearce I feel like the walltexture is a bit to noisy, I would try to tone done the metaltexture a bit. Also, are you using a skylight or realtime GI? It looks like you are using pointlights only which makes some spots look very dark - I think you could get a lot more out of this with some more focus on lighting :) My…
Comments: @SimonT: Thanks :D @Ghostscape: Hey im not really sure I understand what you mean. Currently the bark texture is at 256x and is being tiled by the MAT editor in udk. :) Concerns: I was messing around with decals to break up the tiling on my textures but for some reason the decal turns the meshes black when I move…
@urgaffel Right when i saw your post, I made the adjustments! Toned down the lens flare in my scene camera and scaled the specified elements like the acid pools and slightly thinned out the ring. I made my distortion ring scale out a little bigger just so it doesn't interfere with the impact ring itself. I wish I was more…
Hello! I’m excited to share the very early stage of my new Unreal Engine 5 environment art project. This first phase focuses on blocking out the space and exploring the core ideas behind the scene. I’ve gathered thematic reference materials, used AI to generate early concept directions, and I’m actively collecting…
Thx fellas, appreciate it. I drew up a little meme house to illustrate the situation a bit better. This is obviously not the building for the test 😭 TLDR: Option 1 not optimal but uses less UV space compared to option 2 Option 2 uses more UV space for unique decals but I feel like the company wants me to use decals…
@Medvish regarding Your questions: *correct *the textures are neutral and colorized in the shader *correct But It's a bit more complicated :) ATM UE4 does not support texture arrays but that feature developed and currently under review. https://github.com/EpicGames/UnrealEngine/pull/2340 You could do it without the array…